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onDartHit projectile event not registering.
King Tøny:
Currently no errors found in console. It just doesn't trigger any events when I hit a brick with a dart projectile
--- Quote ---registerInputEvent("fxDTSBrick", "onDartHit", "Self fxDTSBrick" TAB "Player Player" TAB "Client GameConnection" TAB "MiniGame MiniGame");
function fxDTSBrick::onDartHit(%b, %pl, %cl, %pos, %vec) {
$InputTarget_["Self"] = %b;
$InputTarget_["Player"] = %pl;
$InputTarget_["Client"] = %cl;
$InputTarget_["MiniGame"] = getMiniGameFromObject(%cl);
%b.processInputEvent("onDartHit", %cl);
}
//Axe & Pickaxe Packages
package onDartHit
{
//Start Anim
function WeaponImage::onPreFire(%data,%obj,%slot)
{
if(%data.isthrowingdartdirect) //if weapon is one of the new axe's or pickaxe's
%obj.playthread(2,armattack); //anim
}
//Stop Anim
function WeaponImage::onStopFire(%data,%obj,%slot)
{
if(%data.isthrowingdartdirect) //if weapon is one of the new axe's or pickaxe's
%obj.playthread(2,root); //stop anim
}
//Events hook
function ProjectileData::onCollision(%data,%obj,%col,%fade,%pos,%normal)
{
Parent::onCollision(%data,%obj,%col,%fade,%pos,%normal);
if((%data.isthrowingdartdirect) && %col.getClassName() $= "fxDTSBrick") //if projectile is from one of the new axe's or pickaxe's, and col is a brick
{
$InputTarget_["Self"] = %col;
$InputTarget_["Player"] = %obj.client.player;
$InputTarget_["Client"] = %obj.client;
if($Server::LAN)
$InputTarget_["MiniGame"] = getMiniGameFromObject(%obj.client);
else
{
if(getMiniGameFromObject(%col) == getMiniGameFromObject(%obj.client))
$InputTarget_["MiniGame"] = getMiniGameFromObject(%col);
else
$InputTarget_["MiniGame"] = 0;
}
%name = getWord(%data.uiName,1); //axe/pickaxe type (e.g. Gold)
if(%data.isthrowingdartdirect) //if axe
eval(%col @ ".processInputEvent(onB" @ %name @ "throwingdartdirect,%obj.client);"); //call axe event
}
}
};activatePackage(onDartHit);
--- End quote ---
King Tøny:
This is the whole script.
--- Quote ---//ThrowingDart.cs
datablock AudioProfile(ThrowingDartStickSound)
{
filename = "./dartHit.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(ThrowingdartFireSound)
{
filename = "./dartFire.wav";
description = AudioClosest3d;
preload = true;
};
//spear trail
datablock ParticleData(ThrowingdartTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;
textureName = "base/data/particles/ring";
//animTexName = " ";
// Interpolation variables
colors[0] = "0.75 0.75 0.75 0.3";
colors[1] = "0.75 0.75 0.75 0.2";
colors[2] = "1 1 1 0.0";
sizes[0] = 0.15;
sizes[1] = 0.35;
sizes[2] = 0.05;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(ThrowingdartTrailEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 0; //0.25;
velocityVariance = 0; //0.10;
ejectionOffset = 0;
thetaMin = 0.0;
thetaMax = 90.0;
particles = ThrowingdartTrailParticle;
useEmitterColors = true;
uiName = "Throwing dart Trail";
};
//effects
datablock ParticleData(ThrowingdartExplosionParticle)
{
dragCoefficient = 8;
gravityCoefficient = -0.3;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 300;
textureName = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0] = "0.5 0.5 0.5 0.9";
colors[1] = "0.5 0.5 0.5 0.0";
sizes[0] = 0.45;
sizes[1] = 0.0;
useInvAlpha = true;
};
datablock ParticleEmitterData(ThrowingdartExplosionEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 3;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 180;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "ThrowingdartExplosionParticle";
useEmitterColors = true;
uiName = "Throwing dart Smoke";
};
datablock ParticleData(ThrowingdartExplosionParticle 2)
{
dragCoefficient = 5;
gravityCoefficient = 0.1;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 300;
textureName = "base/data/particles/chunk";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0] = "0.9 0.9 0.6 0.9";
colors[1] = "0.9 0.5 0.6 0.0";
sizes[0] = 0.25;
sizes[1] = 0.0;
};
datablock ParticleEmitterData(ThrowingdartExplosionEmitter2)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 5;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 80;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "ThrowingdartExplosionParticle 2";
useEmitterColors = true;
};
datablock ExplosionData(ThrowingdartExplosion)
{
//explosionShape = "";
lifeTimeMS = 150;
soundProfile = ThrowingdartStickSound;
particleEmitter = ThrowingdartExplosionEmitter2;
particleDensity = 10;
particleRadius = 0.2;
emitter[0] = "";
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = false;
camShakeFreq = "10.0 11.0 10.0";
camShakeAmp = "1.0 1.0 1.0";
camShakeDuration = 0.5;
camShakeRadius = 10.0;
// Dynamic light
lightStartRadius = 2;
lightEndRadius = 0;
lightStartColor = "1 0 0";
lightEndColor = "0 0 0";
//impulse
impulseRadius = 0;
impulseForce = 100;
//radius damage
radiusDamage = 0;
damageRadius = 0;
};
datablock ExplosionData(ThrowingdartExplosion2)
{
//explosionShape = "";
lifeTimeMS = 150;
emitter[0] = ThrowingdartExplosionEmitter;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = false;
camShakeFreq = "7.0 8.0 7.0";
camShakeAmp = "1.0 1.0 1.0";
camShakeDuration = 0.5;
camShakeRadius = 15.0;
// Dynamic light
lightStartRadius = 0;
lightEndRadius = 1;
lightStartColor = "0.3 0.6 0.7";
lightEndColor = "0 0 0";
//impulse
impulseRadius = 0;
impulseForce = 100;
//radius damage
radiusDamage = 0;
damageRadius = 0;
};
//projectile
AddDamageType("ThrowingdartDirect", '<bitmap:add-ons/Weapon_Throwing_dart/CI_dart> %1', '%2 <bitmap:add-ons/Weapon_Throwing_dart/CI_dart> %1',1,1);
datablock ProjectileData(ThrowingdartProjectile)
{
projectileShapeName = "./dartProjectile.dts";
directDamage = 1;
directDamageType = $DamageType::ThrowingdartDirect;
radiusDamage = 0;
damageRadius = 0;
radiusDamageType = $DamageType::ThrowingdartDirect;
explosion = ThrowingdartExplosion2;
stickExplosion = ThrowingdartExplosion;
bloodExplosion = ThrowingdartExplosion2;
particleEmitter = ThrowingdartTrailEmitter;
explodeOnPlayerImpact = true;
explodeOnDeath = true;
armingDelay = 8000;
lifetime = 8000;
fadeDelay = 8000;
isBallistic = true;
bounceAngle = 170; //stick almost all the time
minStickVelocity = 10;
bounceElasticity = 0.5;
bounceFriction = 0.20;
gravityMod = 1;
hasLight = false;
lightRadius = 3.0;
lightColor = "0 0 0.5";
muzzleVelocity = 14;
velInheritFactor = 1;
uiName = "Dart";
};
package ThrowingdartPackage
{
function ThrowingdartProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
serverPlay3D(ThrowingdartExplosionSound,%obj.getTransform());
parent::onCollision(%this,%obj,%col,%fade,%pos,%normal);
}
function Armor::onCollision(%this, %obj, %col, %a, %b, %c, %d, %e, %f)
{
if(%col.dataBlock $= "ThrowingdartItem" && %col.canPickup)
{
for(%i=0;%i<%this.maxTools;%i++)
{
%item = %obj.tool[%i];
if(%item $= 0 || %item $= "")
{
%freeSlot = 1;
break;
}
}
if(%freeSlot)
{
%obj.pickup(%col);
return;
}
}
Parent::onCollision(%this, %obj, %col, %a, %b, %c, %d, %e, %f);
}
};
activatePackage(ThrowingdartPackage);
//////////
// item //
//////////
datablock ItemData(ThrowingdartItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./dart.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Throwing Dart";
iconName = "./icon_Throwing_dart";
doColorShift = true;
colorShiftColor = "0.400 0.196 0 1.000";
// Dynamic properties defined by the scripts
image = ThrowingdartImage;
canDrop = true;
};
//function dart::onUse(%this,%user)
//{
// //mount the image in the right hand slot
// %user.mountimage(%this.image, $RightHandSlot);
//}
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(ThrowingdartImage)
{
// Basic Item properties
shapeFile = "./dart.dts";
emap = true;
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
offset = "0 0 0";
//eyeOffset = "0.1 0.2 -0.55";
// When firing from a point offset from the eye, muzzle correction
// will adjust the muzzle vector to point to the eye LOS point.
// Since this weapon doesn't actually fire from the muzzle point,
// we need to turn this off.
correctMuzzleVector = true;
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
className = "WeaponImage";
// Projectile && Ammo.
item = ThrowingdartItem;
ammo = " ";
projectile = ThrowingdartProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
//casing = " ";
doColorShift = true;
colorShiftColor = "0.400 0.196 0 1.000";
// Images have a state system which controls how the animations
// are run, which sounds are played, script callbacks, etc. This
// state system is downloaded to the client so that clients can
// predict state changes and animate accordingly. The following
// system supports basic ready->fire->reload transitions as
// well as a no-ammo->dryfire idle state.
// Initial start up state
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateSequence[0] = "ready";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Charge";
stateAllowImageChange[1] = true;
stateName[2] = "Charge";
stateTransitionOnTimeout[2] = "Armed";
stateTimeoutValue[2] = 0.7;
stateWaitForTimeout[2] = false;
stateTransitionOnTriggerUp[2] = "AbortCharge";
stateScript[2] = "onCharge";
stateAllowImageChange[2] = false;
stateName[3] = "AbortCharge";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 0.3;
stateWaitForTimeout[3] = true;
stateScript[3] = "onAbortCharge";
stateAllowImageChange[3] = false;
stateName[4] = "Armed";
stateTransitionOnTriggerUp[4] = "Fire";
stateAllowImageChange[4] = false;
stateName[5] = "Fire";
stateTransitionOnTimeout[5] = "Done";
stateTimeoutValue[5] = 0.5;
stateFire[5] = true;
stateSequence[5] = "fire";
stateScript[5] = "onFire";
stateWaitForTimeout[5] = true;
stateAllowImageChange[5] = false;
stateName[6] = "Done";
stateScript[6] = "onDone";
};
function ThrowingdartImage::onCharge(%this, %obj, %slot)
{
%obj.playthread(2, spearReady);
%obj.ThrowingdartSlot = %obj.currTool;
}
function ThrowingdartImage::onAbortCharge(%this, %obj, %slot)
{
%obj.playthread(2, root);
}
function ThrowingDartImage::onDone(%this,%obj,%slot)
{
%obj.unMountImage(%slot);
}
function ThrowingdartImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, ThrowingdartThrow);
serverPlay3D(ThrowingdartFireSound, %obj.getTransform());
%currSlot = %obj.ThrowingdartSlot;
%obj.tool[%currSlot] = 0;
%obj.weaponCount--;
messageClient(%obj.client,'MsgItemPickup','',%currSlot,0);
serverCmdUnUseTool(%obj.client);
//spread
%projectile = throwingDartprojectile;
%spread = 0.0055;
%vector = %obj.getMuzzleVector(%slot);
%objectVelocity = %obj.getVelocity();
%vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
%vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
%velocity = VectorAdd(%vector1,%vector2);
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%mat = MatrixCreateFromEuler(%x SPC %y SPC %z);
%velocity = MatrixMulVector(%mat, %velocity);
%p = new Projectile()
{
dataBlock = %projectile;
initialVelocity = %velocity;
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
client = %obj.client;
};
MissionCleanup.add(%p);
return %p;
}
--- End quote ---
King Tøny:
Not sure why it's not working.
King Tøny:
bump
King Tøny:
Does no one know? I'm trying to do it myself but if I don't know how to fix it then I can't fix it.